Guess the picture, get the video: Number 2

Posted by Ken Pimentel, 13 February 2012 7:00 pm

Guess the picture

OK, the first attempt at playing this game seem to be a fun experience for all concerned, so I’ll try my luck with a second one. Rules are simple, someone has to respond with the correct answer to what I’m showing. There should be sufficient clues in the image that someone is going to suggest the right response. This one is harder than the last one I think. No beta users are allowed to play…

Get the video

Here's the video that is purposely at a lower resolution... 



Posted 12 February 2012 2:07 pm

Is it the face that you're deforming a 4 million polygon model at 19 fps?


Posted 12 February 2012 2:10 pm

A multithreaded spacewarp?


Posted 12 February 2012 2:12 pm

A vertex shader


Posted 12 February 2012 2:13 pm

improved playback peformance of deforming meshes


Posted 12 February 2012 2:18 pm

Something with Deforming Geometry with a Normal Map applied?


Posted 12 February 2012 2:53 pm

ribbon docked on a side (customize UI related)?

Hamilton Junior

Posted 12 February 2012 4:51 pm

Poly Tools and Object Panel docked on the right. A 4 million polygons model by Wayne Robson possibly straight out of Mudbox being deformed by a Bend modifier.


Posted 12 February 2012 5:00 pm

What he said.... Stating the obvious.


Posted 12 February 2012 5:55 pm

–°onehead alien who will give voice notes that will help visually impaired users to orient.
I want it to be true.


Posted 12 February 2012 7:11 pm

Improved performance on deforming highpoly models with nitrous?


Posted 12 February 2012 8:21 pm

some kind of projection or displacement


Posted 12 February 2012 8:40 pm

better performance for animated/deformed meshes? or maybe some accelerated skin/ morph?


Posted 12 February 2012 11:32 pm

Hardware Tessellation?

Royal Ghost

Posted 12 February 2012 11:43 pm

Ptex support?


Posted 13 February 2012 12:00 am

bend cage vertex manipulation


Posted 13 February 2012 12:00 am

bend cage vertex manipulation


Posted 13 February 2012 12:51 am

Nitrous GigaPolygon performance


Posted 13 February 2012 1:27 am

Hmm... there is a bend modifier applied to somthing that looks like a very high-res model, so i guess it really has something to do with improved viewport performance.


Posted 13 February 2012 1:41 am

Some kind of cloth simulation?


Posted 13 February 2012 2:01 am

Hhmm, something more connected with Mudbox exportet model indeed.
I wouldn't hope too much of it being an evidence of solved deformed animated mesh poor performance issue.
Maybe its a step in this direction - easy deformation of really dense static meshes in Nitrous.


Posted 13 February 2012 2:51 am

A 'link' or 'xref' of a mudbox file nested into a modifier stack with multithreaded deformers displayed in an accelerated nitrious viewport for non static meshes displaying metadata (model by...) in expert mode with a right side docket ribbon? lol


Posted 13 February 2012 2:57 am



Posted 13 February 2012 4:19 am

Real-Time Dynamic Wrinkles


Posted 13 February 2012 4:22 am

Or to keep expectations low: a cone modifier?


Posted 13 February 2012 6:54 am

not yet?

Ken Pimentel

Posted 13 February 2012 7:02 am

Somebody did guess it, I have to make these harder! Give me a chance to post the video, I don't work as fast as you all do.


Posted 13 February 2012 7:03 am

only 19fps....2mio object...


Posted 13 February 2012 7:43 am

Normal Map preview in the viewport

Ken Pimentel

Posted 13 February 2012 7:57 am

OK, the video has been posted as one of you guessed the general idea.


Posted 13 February 2012 8:09 am

Nice, but is it only about the bend modifier or deformation of high-res objects in general?
e.g. how about paint deformation with the freeform modeling tools?


Posted 13 February 2012 8:13 am

Well if you look in the stack...
You see under the "old" UI you see editable Mesh at the base and in the "new" UI you see what looks like Deformable Poly at the base. I noticed the deformation was smoother and more accurate in the second so my guess is the Autodesk coder types have been hard at work on ways to produce much more accurate deformations and transformations? If I am right is this translating into a new more sensitive skinning system beyond transforming operations like bend? If this is correct Ken please nod once for yes twice for no because I know you cannot say much and can promise next to nothing on future release stuff.


Posted 13 February 2012 10:25 am

cool, any performance improvements are always welcome


Posted 13 February 2012 12:56 pm

COOL... better deforming mesh performance for Nitrous. The only thing I am hoping is that it works for any geometry type. In video, it looks like we will have new mesh type(Deforming Poly). If that's the case, at least i want to have "turn to deforming poly" modifier so I can keep my stack.


Posted 14 February 2012 12:47 am

b,bend only!?

Ken Pimentel

Posted 14 February 2012 3:50 am

No, not blend only...


Posted 14 February 2012 4:09 am

does this apply to all kind of deforming modifiers such as skin or is just for parametric deformers, ie: bend, relax, push...


Posted 14 February 2012 8:39 am

multithreaded modifiers!


Posted 14 February 2012 10:39 am

To me, that has the look of gpu calculation all over it.


Posted 14 February 2012 1:21 pm

It looks like an editable poly but without the edit functions. Just raw mesh data. Very fast and very light. Its usefull for retopo work too.

Ken Pimentel

Posted 14 February 2012 1:30 pm

I believe the limitation is that there can't be changes in the topology? You can't add/delete vertices and still get these results.


Posted 14 February 2012 2:41 pm

To display object in viewport, 2 steps are involved. First, max need to evaulate modifier stack and get the final mesh data. Second, rasterize the data so we can see in viewport(essentially it is a kinds of rendering). Usually the bottleneck is the second step. Since bend is a simple operation, it would not take much of time to bend 4m poly object. The problem is rasterizong and displaying the data every time when there is a change. I think max team is taking care of the bottle in Nitrous. Therefore, if the slowness is bacaused by the first step such as Skin, Meshsmooth, it will still takes time.

I just hope it will work for all meshes. Sometimes you just can not collapse stack or better to keep stack.


Posted 14 February 2012 10:23 pm

This modifier is on top of an editable mesh, not editable poly. Editable poly is what most people use and is what works with most ribbon/graphite tools. Considering that editable mesh is basically a retired modifier, why do you guys insist on showing how fast Nitrous is in editable mesh when you know full well that editable poly is much, much slower in performance.


Posted 14 February 2012 11:39 pm

@jbradford you didn't pay attention, watch the video again

Posted 15 February 2012 12:05 am

@jbradford. Also editable mesh is still a useful modifier. It works best with ProBooleans doing archviz work.


Posted 15 February 2012 5:33 am

Oh well... Great but.., are we gonna see multithreading in viewport some day?


Posted 16 February 2012 1:31 pm

So do we have a answer yet?

I see there are (2) seperate clips here...the old crappy way of bending a high poly mess results in slow performance as usual.

then the latter half of the video shows a NEW Deformable Gpoly with a BEND mod on top.

Obviously the Gpoly is referring to a new type of POLY object that utilizes multiple GPU processing. "G" as in "G"PU.

Hopefully all the mods etc get also multithreaded cpu and gpu processing.... why the EFF not by now?! 3ds max really needs to be running on all cylinders for EVERYTHING.


Posted 19 February 2012 2:03 am

Ken, sorry for asking this here, but does this blog has some RSS feeds?
I want to subscribe to this blog but I can't find anywhere RSS link

Ken Pimentel

Posted 19 February 2012 4:37 am

you don't see a long list of RSS feeds on the left side of this page? I'm in the list.


Posted 19 February 2012 1:49 pm

Ah, I see, I was searching on your blog,
Thanks, and sorry for stupid question


Posted 22 February 2012 11:25 pm

are we watching a multithreaded viewport here????

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